Valodex
Tools · 01

Time to kill

Pick up to four weapons, set the distance, armor and where your bullets land, and watch the shot timeline play out on a target dummy. Every number comes from the live damage tables.

01 · Weapons

1/4 selected
Sidearms
SMGs
Shotguns
Assault Rifles
Sniper Rifles
Heavy Weapons

02 · Engagement

15.0m

Cyan ticks are the selected weapons' falloff breakpoints.

Target armor
Hits land on

03 · Time to kill

vs 100 HP + 50 armor · 15.0 m · body
Frenzy
Sidearm · 450 cr · 10.00/s
Shots6
TTK500ms
One magazine
Head
78
Body
26
Legs
22.1
  1. Shot 1 at 0 ms: Body for 26, 91.2 HP left
  2. Shot 2 at 100 ms: Body for 26, 82.3 HP left
  3. Shot 3 at 200 ms: Body for 26, 72 HP left
  4. Shot 4 at 300 ms: Body for 26, 46 HP left
  5. Shot 5 at 400 ms: Body for 26, 20 HP left
  6. Shot 6 at 500 ms: Body for 26, 0 HP left

04 · Range visualizer

Showing Frenzy · click a result card to switch
WebGL unavailable — the shot log below has the full playback.
Dummy at 15.0 m · Body
Shot log · Frenzy
ShotTimeHitDamageTo armorTo healthHP leftArmor left
10 msBody2617.28.891.232.8
2100 msBody2617.28.882.315.7
3200 msBody2615.710.3720
4300 msBody26026460
5400 msBody26026200
6500 msBody2602600
The model

Targets have 100 HP plus armor (light 25, heavy 50, regen 25 — regen absorbs like light). Armor soaks 66% of each hit until it is gone; whatever it cannot soak goes to health. No rounding is applied inside the simulation — values stay fractional exactly as the game tracks them, and the target dies at 0 HP. TTK is measured from the first shot ((shots − 1) ÷ fire rate), so a one-shot kill is 0 ms. Shotguns count every pellet landing. Spin-up weapons use their base fire rate.